[Scummvm-git-logs] scummvm master -> ba322371ce1859923b3eeb6960ba98f8df85b70a
aquadran
noreply at scummvm.org
Sun Oct 13 13:01:18 UTC 2024
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
ba322371ce WINTERMUTE: Rename variable to original name
Commit: ba322371ce1859923b3eeb6960ba98f8df85b70a
https://github.com/scummvm/scummvm/commit/ba322371ce1859923b3eeb6960ba98f8df85b70a
Author: PaweÅ KoÅodziejski (aquadran at gmail.com)
Date: 2024-10-13T15:01:13+02:00
Commit Message:
WINTERMUTE: Rename variable to original name
Changed paths:
engines/wintermute/base/gfx/base_renderer3d.cpp
engines/wintermute/base/gfx/base_renderer3d.h
engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
diff --git a/engines/wintermute/base/gfx/base_renderer3d.cpp b/engines/wintermute/base/gfx/base_renderer3d.cpp
index 4e6379a158a..b26d8b4a624 100644
--- a/engines/wintermute/base/gfx/base_renderer3d.cpp
+++ b/engines/wintermute/base/gfx/base_renderer3d.cpp
@@ -92,15 +92,15 @@ void BaseRenderer3D::project(const Math::Matrix4 &worldMatrix, const Math::Vecto
Math::Vector3d windowCoords;
Math::Matrix4 modelMatrix = tmp * _lastViewMatrix;
int viewport[4] = { _viewport3dRect.left, _height - _viewport3dRect.bottom, _viewport3dRect.width(), _viewport3dRect.height()};
- Math::gluMathProject(point, modelMatrix.getData(), _projectionMatrix3d.getData(), viewport, windowCoords);
+ Math::gluMathProject(point, modelMatrix.getData(), _projectionMatrix.getData(), viewport, windowCoords);
x = windowCoords.x();
// The Wintermute script code will expect a Direct3D viewport
y = viewport[3] - windowCoords.y();
}
Math::Ray BaseRenderer3D::rayIntoScene(int x, int y) {
- Math::Vector3d direction((((2.0f * x) / _viewport3dRect.width()) - 1) / _projectionMatrix3d(0, 0),
- -(((2.0f * y) / _viewport3dRect.height()) - 1) / _projectionMatrix3d(1, 1),
+ Math::Vector3d direction((((2.0f * x) / _viewport3dRect.width()) - 1) / _projectionMatrix(0, 0),
+ -(((2.0f * y) / _viewport3dRect.height()) - 1) / _projectionMatrix(1, 1),
-1.0f);
Math::Matrix4 m = _lastViewMatrix;
diff --git a/engines/wintermute/base/gfx/base_renderer3d.h b/engines/wintermute/base/gfx/base_renderer3d.h
index baee2675179..3466ba6430d 100644
--- a/engines/wintermute/base/gfx/base_renderer3d.h
+++ b/engines/wintermute/base/gfx/base_renderer3d.h
@@ -120,8 +120,8 @@ public:
protected:
Math::Matrix4 _lastViewMatrix;
- Math::Matrix4 _projectionMatrix3d;
Rect32 _viewport3dRect;
+ Math::Matrix4 _projectionMatrix;
float _fov;
float _nearClipPlane;
float _farClipPlane;
diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
index 45d39fe173e..d4967eefb36 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
@@ -346,12 +346,12 @@ bool BaseRenderOpenGL3D::setProjection() {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-top * aspectRatio, top * aspectRatio, -top, top, _nearClipPlane, _farClipPlane);
- glGetFloatv(GL_PROJECTION_MATRIX, _projectionMatrix3d.getData());
+ glGetFloatv(GL_PROJECTION_MATRIX, _projectionMatrix.getData());
- _projectionMatrix3d(0, 0) *= scaleMod;
- _projectionMatrix3d(1, 1) *= scaleMod;
+ _projectionMatrix(0, 0) *= scaleMod;
+ _projectionMatrix(1, 1) *= scaleMod;
- glLoadMatrixf(_projectionMatrix3d.getData());
+ glLoadMatrixf(_projectionMatrix.getData());
glMatrixMode(GL_MODELVIEW);
return true;
diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
index dad038af730..3553eac5035 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
@@ -315,7 +315,7 @@ void BaseRenderOpenGL3DShader::displayShadow(BaseObject *object, const Math::Vec
_flatShadowMaskShader->setUniform("lightViewMatrix", lightViewMatrix);
_flatShadowMaskShader->setUniform("worldMatrix", shadowPosition);
_flatShadowMaskShader->setUniform("viewMatrix", _lastViewMatrix);
- _flatShadowMaskShader->setUniform("projMatrix", _projectionMatrix3d);
+ _flatShadowMaskShader->setUniform("projMatrix", _projectionMatrix);
_flatShadowMaskShader->setUniform("shadowColor", _flatShadowColor);
glBindBuffer(GL_ARRAY_BUFFER, _flatShadowMaskVBO);
@@ -442,10 +442,10 @@ bool BaseRenderOpenGL3DShader::setProjection() {
float top = _nearClipPlane * tanf(verticalViewAngle * 0.5f);
- _projectionMatrix3d = Math::makeFrustumMatrix(-top * aspectRatio, top * aspectRatio, -top, top, _nearClipPlane, _farClipPlane);
+ _projectionMatrix = Math::makeFrustumMatrix(-top * aspectRatio, top * aspectRatio, -top, top, _nearClipPlane, _farClipPlane);
- _projectionMatrix3d(0, 0) *= scaleMod;
- _projectionMatrix3d(1, 1) *= scaleMod;
+ _projectionMatrix(0, 0) *= scaleMod;
+ _projectionMatrix(1, 1) *= scaleMod;
return true;
}
@@ -666,17 +666,17 @@ bool BaseRenderOpenGL3DShader::setup3D(Camera3D *camera, bool force) {
_xmodelShader->use();
_xmodelShader->setUniform("viewMatrix", _lastViewMatrix);
- _xmodelShader->setUniform("projMatrix", _projectionMatrix3d);
+ _xmodelShader->setUniform("projMatrix", _projectionMatrix);
// this is 8 / 255, since 8 is the value used by wme (as a DWORD)
_xmodelShader->setUniform1f("alphaRef", 0.031f);
_geometryShader->use();
_geometryShader->setUniform("viewMatrix", _lastViewMatrix);
- _geometryShader->setUniform("projMatrix", _projectionMatrix3d);
+ _geometryShader->setUniform("projMatrix", _projectionMatrix);
_shadowVolumeShader->use();
_shadowVolumeShader->setUniform("viewMatrix", _lastViewMatrix);
- _shadowVolumeShader->setUniform("projMatrix", _projectionMatrix3d);
+ _shadowVolumeShader->setUniform("projMatrix", _projectionMatrix);
return true;
}
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